Steven Mahasin / Mbed 2 deprecated DreamDungeon

Dependencies:   mbed MotionSensor

Entity/Snake/Snake.cpp

Committer:
el17sm
Date:
2019-05-05
Revision:
31:ab24d028ddfd
Parent:
29:6b8411bb040a

File content as of revision 31:ab24d028ddfd:

#include "Snake.h"
#include "math.h"
#include <complex>

// Constructor
Snake::Snake(float pos_x, float pos_y)
{
    _damage_self_upon_collision = false;
    _hp_drop_chance = 10; // out of 100
    moving = true;
    _prev_face = 0;
    face = 0;
    hp = 4;
    attack = 1;
    hitbox.width = 4;
    hitbox.height = 7;
    position.x = pos_x;
    position.y = pos_y;
    sprite_size.width = 6;
    sprite_size.height = 12;
    sprite_size.offset_x = 1;
    sprite_size.offset_y = 6;
    frame.count = 0;
    frame.number = 0;
    frame.max = 6;
    velocity = 0;
    _velocity_index = 0;
}
// Member Function
void Snake::update_prev_face()
{
    _prev_face = face;
}

// Member Mutator
void Snake::update_hitbox(int hitbox_width, int hitbox_height, int sprite_size_width, int sprite_size_height, int sprite_size_offset_x, int sprite_size_offset_y, int max_frame)     // Offset, Hitbox and Frame Count update
{
    if (_prev_face != face) {
        frame.number = 0;
        hitbox.width = sprite_size.offset_y;
        hitbox.height = hitbox_height;
        sprite_size.width = sprite_size_width;
        sprite_size.height = sprite_size_height;
        sprite_size.offset_x = sprite_size_offset_x;
        sprite_size.offset_y = sprite_size_offset_y;
        frame.max = max_frame;
    }
}

// Functions
void Snake::move(float player_x, float player_y, int * map, bool * doorways)
{
    std::complex<double> pos_diff(player_x - position.x, player_y - position.y); // defining difference in position as a vector
    velocity = velocity_pattern[_velocity_index]; // Creating slithering effect, changing velocity of movement
    update_prev_face();

    // Setting Face
    if (_velocity_index == 0) {
        if (abs(pos_diff.real()) > abs(pos_diff.imag())) {
            if (pos_diff.real() > 0) {
                face = 1;
            } else {
                face = 3;
            }
        } else {
            if (pos_diff.imag() > 0) {
                face = 0;
            } else {
                face = 2;
            }
        }
    }

    // Movement
    if (face == 0) {
        position.y += velocity;
        update_hitbox(4, 7, 6, 12, 1, 6, 6);
    } else if (face == 1) {
        position.x += velocity;
        update_hitbox(7, 4, 12, 7, 6, 4, 4);
    } else if (face == 2) {
        position.y -= velocity;
        update_hitbox(4, 7, 6, 12, 1, 5, 6);
    } else if (face == 3) {
        position.x -= velocity;
        update_hitbox(7, 4, 12, 7, 0, 4, 4);
    }

    undo_move_x(entity_to_map_collision_test(position.x, prev_pos.y, map, doorways));
    undo_move_y(entity_to_map_collision_test(prev_pos.x, position.y, map, doorways));

    frame.count++;
    if (frame.count >= 10) {
        frame.count = 0;
        _velocity_index++;
        frame.number++;
        if (_velocity_index >= 6) {
            _velocity_index = 0;
        }
        if (frame.number >= frame.max) {
            frame.number = 0;
        }
    }
}

void Snake::take_damage(int damage)
{
    hp -= damage;
}

int * Snake::get_frame()
{
    if(face == 0) {
        return (int *) sprite_snake_y[1][frame.number];
    } else if(face == 1) {
        return (int *) sprite_snake_x[0][frame.number];
    } else if(face == 2) {
        return (int *) sprite_snake_y[0][frame.number];
    } else if(face == 3) {
        return (int *) sprite_snake_x[1][frame.number];
    }
    return 0;
}